Jerec,
This info is from the temporary Read Me file in the SCW folder. When you have had time to look at the files and suggest any changes please let me know and we can then begin the play test. The Nationalists move first.
The scenario should last 42 turns (to December 1939)
I would recommend checking the +TO DO Notepad file for a comprehensive list of changes and concepts. This is the document I use when working on the game so it is a bit chaotic, but it will give you some idea of what to expect and some of the changes I plan to make still.
CHANGES:
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The economies of both sides are finely balanced. The Republicans start breaking even. The Nationalists have a shortfall that is made good by a 600,000
Pesetas per turn subsidy from Germany and Italy. You should aim for a new tech every turn if possible, though this may slow down as the game wears on,
depending on who is winning and losing!
Engineers can transform Plains, Grassland and Forests to trenches (+100% defence) by transforming using the 'o' key.
Supply ships should be sailed to the nearest Anarchist Port which they should then attack. The Port will always win and the Supply Ships destruction triggers
an event that will give cash and arms in return.
Supply Convoys can be driven to where they are most needed and disbanded in exchange for their high shield value.
If City Defences are destroyed upon capture they MUST immediately be rebuilt using the CivCity tool. Save your game, rename the save from .hot to .sav
(ignore warnings), open CivCity, load the save and add the Defences back + save, rename the file back from .sav to .hot, reload your game and play on. This is to ensure that hotly contested cities are not destroyed completely.
Road pillaging is not allowed in game and there is a house rule forbidding it too. The same applies to Stackable terrain.
The Ju52 Airlift unit uses the Paratrooper ability. It will carry two sleeping units with it when it airlifts (P= paradrop). You are only permitted to
airlift Infantry units and the Airlift must be between two friendly cities within range, no airlifting into open country, that will have to wait for WWII!
Miliciano's are no longer go anywhere Partisans. Now they are a cheap workers Militia as they were historically.
Unit movement has been greatly increased so that historical movements can be recreated. For example the army of Africa should be able to airlift from Spanish
Morocco and then march to Madrid and fight within the first few months, not within a few years as in the original.
I have included Stackable terrain to allow the movement of large formations without the risk of annihilation from a single enemy aircraft.
OBJECTIVES:
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Nationalist - Madrid, Barcelona, Valencia, Cartagena and Bilbao (3/5 = Victory) + hold Cadiz, Seville, Burgos, Cordoba and Zaragoza (4/5 = Victory).
Republicans - Cadiz, Seville, Burgos, Cordoba and Zaragoza (3/5 = Victory) + hold Madrid, Barcelona, Valencia, Cartagena and Bilbao (4/5 = Victory).
I may revise this, but for the purpose of the playtest it seems logical!
PLAYTEST QUESTIONS:
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- Is the tech speed right?
_ Is any particular unit too strong / weak / cheap?
- How does the economy work out?
- Are there too many event reinforcements?
- Does one side have an unfair advantage?